Add intensity and range parameters to lights.
PiperOrigin-RevId: 758603199 Change-Id: I74e88bdfeedd9224e84d953f237d68eca79e6cb7
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@@ -2866,11 +2866,15 @@ and the +Y axis points up. Thus the frame position and orientation are the key a
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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This element creates a light, which moves with the body where it is defined. To create a fixed light, define it in the
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world body. The lights created here are in addition to the default headlight which is always defined and is adjusted via
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the :ref:`visual <visual>` element. MuJoCo relies on the standard lighting model in OpenGL (fixed functionality)
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augmented with shadow mapping. The effects of lights are additive, thus adding a light always makes the scene brighter.
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The maximum number of lights that can be active simultaneously is 8, counting the headlight. The light is shining along
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the direction specified by the dir attribute. It does not have a full spatial frame with three orthogonal axes.
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world body. The lights created here are in addition to the headlight which is always defined and is configured via the
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:ref:`visual <visual>` element. Lights shine along the direction specified by the dir attribute. They do not have
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a full spatial frame with three orthogonal axes.
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By default, MuJoCo uses the standard OpenGL (fixed functional) Phong lighting model for its rendering, with augmented
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with shadow mapping. (See the OpenGL documentation for more information, including details about various attributes.)
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MJCF also supports alternative lighting models (e.g. physically-based rendering) by providing additional attributes.
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Attributes may be applied or ignored depending on the lighting model being used.
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.. _body-light-name:
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@@ -2919,12 +2923,6 @@ the direction specified by the dir attribute. It does not have a full spatial fr
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these clipping planes bound the cone or box shadow volume in the light direction. As a result, some shadows
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(especially those very close to the light) may be clipped.
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.. _body-light-bulbradius:
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:at:`radius`: :at-val:`real, "0.02"`
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Radius of the light, affects shadow softness. This attribute has no effect in MuJoCo's native renderer, but it can be
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useful when rendering scenes with an external renderer.
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.. _body-light-active:
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:at:`active`: :at-val:`[false, true], "true"`
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@@ -2941,11 +2939,45 @@ the direction specified by the dir attribute. It does not have a full spatial fr
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:at:`dir`: :at-val:`real(3), "0 0 -1"`
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Direction of the light.
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.. _body-light-diffuse:
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:at:`diffuse`: :at-val:`real(3), "0.7 0.7 0.7"`
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The color of the light. For the Phong (default) lighting model, this defines the diffuse color of
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the light.
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.. _body-light-intensity:
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:at:`intensity`: :at-val:`real, "1000.0"`
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The intensity of the light source, measured in candela, used for physically-based lighting models.
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This is unused by the default Phong lighting model.
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.. _body-light-ambient:
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:at:`ambient`: :at-val:`real(3), "0 0 0"`
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The ambient color of the light, used by the default Phong lighting model.
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.. _body-light-specular:
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:at:`specular`: :at-val:`real(3), "0.3 0.3 0.3"`
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The specular color of the light, used by the default Phong lighting model.
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.. _body-light-range:
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:at:`range`: :at-val:`real, "10.0"`
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The effective range of the light. Objects further than this distance from the light position
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will not be illuminated by this light. This only applies to spotlights.
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.. _body-light-bulbradius:
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:at:`bulbradius`: :at-val:`real, "0.02"`
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The radius of the light source which can affect shadow softness depending on the
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renderer. This only applies to spotlights.
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.. _body-light-attenuation:
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:at:`attenuation`: :at-val:`real(3), "1 0 0"`
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These are the constant, linear and quadratic attenuation coefficients in OpenGL. The default corresponds to no
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attenuation. See the OpenGL documentation for more information on this and all other OpenGL-related properties.
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These are the constant, linear and quadratic attenuation coefficients for Phong lighting.
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The default corresponds to no attenuation.
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.. _body-light-cutoff:
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@@ -2957,22 +2989,6 @@ the direction specified by the dir attribute. It does not have a full spatial fr
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:at:`exponent`: :at-val:`real, "10"`
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Exponent for spotlights. This setting controls the softness of the spotlight cutoff.
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.. _body-light-ambient:
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:at:`ambient`: :at-val:`real(3), "0 0 0"`
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The ambient color of the light.
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.. _body-light-diffuse:
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:at:`diffuse`: :at-val:`real(3), "0.7 0.7 0.7"`
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The diffuse color of the light.
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.. _body-light-specular:
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:at:`specular`: :at-val:`real(3), "0.3 0.3 0.3"`
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The specular color of the light.
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.. _body-composite:
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:el-prefix:`body/` |-| **composite** (*)
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@@ -8257,26 +8273,30 @@ if omitted.
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.. _default-light-dir:
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.. _default-light-bulbradius:
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.. _default-light-directional:
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.. _default-light-castshadow:
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.. _default-light-active:
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.. _default-light-diffuse:
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.. _default-light-intensity:
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.. _default-light-ambient:
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.. _default-light-specular:
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.. _default-light-bulbradius:
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.. _default-light-range:
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.. _default-light-attenuation:
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.. _default-light-cutoff:
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.. _default-light-exponent:
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.. _default-light-ambient:
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.. _default-light-diffuse:
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.. _default-light-specular:
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.. _default-light-mode:
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:el-prefix:`default/` |-| **light** (?)
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